Quick answer: Disable Loop Time on the clip for one-shot animations and remove or gate the exit transition so the state stays on its last frame until you change it.
A death or pickup animation that flashes its last frame then snaps to the start looks broken. The cause is usually a looping flag left on, or an Exit transition with no condition that fires the instant the clip ends. Holding the pose is a two-setting fix.
How to fix it
1. Turn off Loop Time
Select the clip asset and uncheck Loop Time in the Inspector. A non-looping clip ends on its last keyframe and holds it instead of wrapping to frame one.
2. Gate the exit transition
If an Exit or to-Idle transition has Has Exit Time and no condition, it fires automatically when the clip finishes. Add a condition (such as a trigger) so the state lingers on its final frame until you decide to leave.
3. Key the final pose explicitly
Make sure a keyframe exists on the literal last sample so there is a defined value to hold, rather than ending mid-interpolation.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.